Difference between revisions of "Anti-Engineer strategy"
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* Of all Buildings, destroying a Sentry Gun takes highest priority. | * Of all Buildings, destroying a Sentry Gun takes highest priority. | ||
− | * An Engineer behind his Sentry Gun is protected from splash damage at the front, but can easily be damaged by splash damage | + | * An Engineer behind his Sentry Gun is protected from splash damage at the front, but can easily be damaged by splash damage from the sides, or from behind. |
* Sentry Guns can be damaged from around corners without giving them a chance to fully lock onto and fire at the attacker. | * Sentry Guns can be damaged from around corners without giving them a chance to fully lock onto and fire at the attacker. | ||
* Engineers that switch to their Shotgun or Pistol to dispose of Stickybombs placed at the base of their Buildings are vulnerable to damage from other sources. | * Engineers that switch to their Shotgun or Pistol to dispose of Stickybombs placed at the base of their Buildings are vulnerable to damage from other sources. | ||
* Sentry Guns are slow to turn, especially at Level 1. If approaching one from a blind spot, you can run around it and damage it without it being able to lock on and fire at you. | * Sentry Guns are slow to turn, especially at Level 1. If approaching one from a blind spot, you can run around it and damage it without it being able to lock on and fire at you. | ||
− | * A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of Stickybombs. Coordinate your attacks with your teammates to | + | * A full-health, level 3 Sentry Gun cannot be destroyed in one hit by anything other than a cluster of Stickybombs. Coordinate your attacks with your teammates to damage the Sentry Gun faster than it can be repaired. |
− | * Don't assume you know where a Sentry Gun is, even if you've encountered one previously. With their ability to [[Buildings#Hauling|haul]] buildings, Engineers can repeatedly move a single Sentry Gun between numerous key points. | + | * Don't assume you know where a Sentry Gun is, even if you've encountered one previously. With their ability to [[Buildings#Hauling|haul]] buildings, Engineers can repeatedly move a single Sentry Gun between numerous key points. Try to ambush Engineers hauling or deploying one. |
− | * Sentry | + | * A Sentry Gun can damage the Engineer who built it. If fired upon by a Sentry Gun, try to use its Engineer as cover. |
− | * As a Spy, | + | * As a Spy, disguise as an enemy Engineer as you approach enemy buildings to reduce suspicion. Place a Sapper onto the Engineer's Sentry Gun. The Engineer will most likely be trying to remove the Sapper instead of killing you, so backstab him before he does. |
− | * As a Sniper, | + | * As a Sniper, camp at locations far from a Sentry Gun's targeting range so you can kill any unaware Engineer, and then destroy his Sentry Gun. |
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| align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Lvl1dispenser.png|100px|Dispensers]]<br />'''[[Dispenser]]''' | ||
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* Dispensers are easier to destroy than other buildings, as Engineers are often more preoccupied with repairing their Sentry Gun. | * Dispensers are easier to destroy than other buildings, as Engineers are often more preoccupied with repairing their Sentry Gun. | ||
− | * If destroying a Sentry Gun isn't possible, | + | * If destroying a Sentry Gun isn't possible, destroy a Dispenser instead, making it more difficult for an Engineer to maintain his Sentry Gun. |
− | * Dispensers have the second highest priority when destroying an Engineer nest that's nearby the enemy base. Teleporters aren't as useful due to | + | * Dispensers have the second highest priority when destroying an Engineer nest that's nearby the enemy base. Teleporters aren't as useful due to their proximity to the spawn, especially when the other team is on defense. |
* You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dispensers. | * You can use an enemy Dispenser as cover from an enemy Sentry Gun; Sentry Guns cannot see through Dispensers. | ||
− | * | + | * A Spy disguised as a member of the opposing team can freely use that team's Dispensers, even while cloaked. |
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| align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:RED Teleporter.png|100px|Teleporter]]<br />'''[[Teleporter]]''' | ||
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| align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]''' | | align="center" valign="center" style="padding:0.5em" | [[File:Red Mini Sentry.png|100px|Combat Mini-Sentry Guns]]<br />'''[[Combat Mini-Sentry Gun]]''' | ||
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− | * Do not underestimate Mini-Sentry Guns; they have less health and power than the standard Sentry Gun, but have a faster build time and a higher rate of fire than | + | * Do not underestimate Combat Mini-Sentry Guns; they have less health and power than the standard Sentry Gun, but have a faster build time and a higher rate of fire than one. Deployed strategically, they can be used to either finish you off or distract you from incoming attacks. When you see one, destroy it as soon as possible. |
* Combat Mini-Sentry Guns are deployed with full health; this can make destroying them as they are being built problematic. It may be better to finish off the Engineer building them before eliminating the Sentry Gun; after all, he can quickly deploy another if the previous one is lost. | * Combat Mini-Sentry Guns are deployed with full health; this can make destroying them as they are being built problematic. It may be better to finish off the Engineer building them before eliminating the Sentry Gun; after all, he can quickly deploy another if the previous one is lost. | ||
− | * If an Engineer is | + | * If an Engineer is deploying a Combat Mini-Sentry Gun in a place where his teammates frequent and/or where ammo supplies exist, destroying it may be pointless; he can easily replace it, and may even be doing this deliberately to distract you. Focus on the Engineer and/or his teammates until your own arrive and drive them back. |
− | * If you are attacked by a | + | * If you are attacked by a Mini-Sentry in an unexpected place, it's best to quickly destroy the sentry and then check everywhere to prevent the Engineer from ambushing you with his [[Shotgun]] or [[Frontier Justice]]. |
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Revision as of 06:38, 13 January 2013
“ | Did ze Fräuleins have zeir Mittelschmerz?
Click to listen
— The Medic
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” |
The Engineer is a defensive support class who primarily helps his team with various buildings. He has mediocre weapons and low health, relying on his Sentry Gun for protection. By himself, an Engineer is a low threat who will usually run at the first sight of trouble. His primary purpose is to construct Teleporters and Dispensers in order to help his team either advance or hold a strategic location. Generally, Engineers build a "base" consisting of a Teleporter Exit, Dispenser, and Sentry Gun where his teammates are brought into the battle and return to be supplied with health and ammunition. The Gunslinger and Frontier Justice, however, allow an Engineer to assume a more offensive role which can make him much more dangerous than usual.
Contents
General
Attributes | Anti-Engineer strategy |
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Weapon-specific
A list of useful tidbits about the Engineer's tools, and how to counter them.
Primary weapons
Weapon | Anti-Engineer strategy |
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![]() Shotgun |
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![]() Frontier Justice |
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![]() Widowmaker |
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![]() Pomson 6000 |
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![]() Rescue Ranger |
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Secondary weapons
Weapon | Anti-Engineer strategy |
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![]() ![]() Pistol/Lugermorph |
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![]() Wrangler |
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![]() Short Circuit |
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Melee weapons
Weapon | Anti-Engineer strategy |
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![]() ![]() ![]() ![]() Wrench/Golden Wrench/Saxxy/Festive Wrench |
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![]() Gunslinger |
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![]() Southern Hospitality |
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![]() Jag |
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![]() Eureka Effect |
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Buildings
Be aware that buildings are unaffected by critical hits; Medics should not use the Kritzkrieg in an area filled with more buildings than players.
Building | Anti-Engineer strategy |
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![]() Sentry Gun |
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![]() Dispenser |
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![]() Teleporter |
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![]() Combat Mini-Sentry Gun |
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See also
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